Talk:Lighting: Difference between revisions
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:: The tools texture is Blocklight, which *should* cast the shadows that you're looking for, but obviously isn't. I have to agree with CJ on this one, spotlights are a simpler method for acheiving the same effect. I always have more trouble with blocklight than is really needed. --[[User:Spektre1|Spektre1]] 15:06, 2 Jan 2006 (PST) | :: The tools texture is Blocklight, which *should* cast the shadows that you're looking for, but obviously isn't. I have to agree with CJ on this one, spotlights are a simpler method for acheiving the same effect. I always have more trouble with blocklight than is really needed. --[[User:Spektre1|Spektre1]] 15:06, 2 Jan 2006 (PST) | ||
::: Spotlights were even worse! I've scrapped the two-way light idea now (this is only an experiment, I don't have a goal as such) and I'm using a strip light prop instead. The problem now: simulating light coming from the whole strip without hacking in more light ents. Wasn't there a light-emitting brush texture in HL1? What about the <code>selfillum</code> property? --[[user:TomEdwards|TomEdwards]] 07:24, 18 Jan 2006 (PST) |
Revision as of 08:24, 18 January 2006
Ts2do, I hope you don't mind that I removed the numbering. The items aren't ordered, so there's no need to organize them as an ordered list. Bullets are much easier for the eye to understand, and since this article is aimed at new mappers who might be overwhelmed, simplicity seems best. —Maven (talk) 20:40, 25 Oct 2005 (PDT)
Alright—ts2do (talk) 21:08, 25 Oct 2005 (PDT)
Advanced lighting problems
There are several problems in the in-game screen that I can't work out.
- There is an area around each light that is always very bright, with a very sharp cutoff which is unnatural. There is also no shadow for the prop_static?
- There are shadows on the ceiling where there oughtn't be. North-northwest of the foreground light is one example. There is also an overly wide shadow to the right of and touching the second light. The fact that they behave differently despite being clones of each other is also wierd.
Appreciate any help! --TomEdwards 08:49, 2 Jan 2006 (PST)
- Personally, I would just turn off shadows on the prop, and use light_spots to get the effect you want. I'm not sure what those green tool brushes are suppposed to do, but they seem kind of pointless. Keep it simple, especially if the lightmap resolution is low. --Campaignjunkie (talk) 13:51, 2 Jan 2006 (PST)
- The tools texture is Blocklight, which *should* cast the shadows that you're looking for, but obviously isn't. I have to agree with CJ on this one, spotlights are a simpler method for acheiving the same effect. I always have more trouble with blocklight than is really needed. --Spektre1 15:06, 2 Jan 2006 (PST)
- Spotlights were even worse! I've scrapped the two-way light idea now (this is only an experiment, I don't have a goal as such) and I'm using a strip light prop instead. The problem now: simulating light coming from the whole strip without hacking in more light ents. Wasn't there a light-emitting brush texture in HL1? What about the
selfillum
property? --TomEdwards 07:24, 18 Jan 2006 (PST)
- Spotlights were even worse! I've scrapped the two-way light idea now (this is only an experiment, I don't have a goal as such) and I'm using a strip light prop instead. The problem now: simulating light coming from the whole strip without hacking in more light ents. Wasn't there a light-emitting brush texture in HL1? What about the